CharFXTransform

    Controls how an individual character will be displayed in a RichTextEffect.

    CharFXTransform.swift:11
    class CharFXTransform

    By setting various properties on this object, you can control how individual characters will be displayed in a RichTextEffect.

    Superclasses

    Citizens in SwiftGodot

    Conformances

    • protocol CustomStringConvertible

      A type with a customized textual representation.

    • protocol Equatable

      A type that can be compared for value equality.

    • protocol Hashable

      A type that can be hashed into a Hasher to produce an integer hash value.

    • protocol Identifiable<ID>

      A class of types whose instances hold the value of an entity with stable identity.

    • protocol VariantRepresentable

      Types that conform to VariantRepresentable can be stored directly in Variant with no conversion. These include all of the Variant types from Godot (for example GString, Rect, Plane), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.

    • protocol VariantStorable

      Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.

    Type members

    Instance members

    • var color: Color

      The color the character will be drawn with.

    • var elapsedTime: Double

      The time elapsed since the RichTextLabel was added to the scene tree (in seconds). Time stops when the RichTextLabel is paused (see processMode). Resets when the text in the RichTextLabel is changed.

    • var env: GDictionary

      Contains the arguments passed in the opening BBCode tag. By default, arguments are strings; if their contents match a type such as [bool], integer or float, they will be converted automatically. Color codes in the form #rrggbb or #rgb will be converted to an opaque Color. String arguments may not contain spaces, even if they’re quoted. If present, quotes will also be present in the final string.

    • var font: RID

      Font resource used to render glyph.

    • var glyphCount: UInt8

      Number of glyphs in the grapheme cluster. This value is set in the first glyph of a cluster. Setting this property won’t affect drawing.

    • var glyphFlags: UInt16

      Glyph flags. See TextServer.GraphemeFlag for more info. Setting this property won’t affect drawing.

    • var glyphIndex: UInt32

      Font specific glyph index.

    • var offset: Vector2

      The position offset the character will be drawn with (in pixels).

    • var outline: Bool

      If true, FX transform is called for outline drawing. Setting this property won’t affect drawing.

    • var range: Vector2i

      Absolute character range in the string, corresponding to the glyph. Setting this property won’t affect drawing.

    • var relativeIndex: Int32

      The character offset of the glyph, relative to the current RichTextEffect custom block. Setting this property won’t affect drawing.

    • var transform: Transform2D

      The current transform of the current glyph. It can be overridden (for example, by driving the position and rotation from a curve). You can also alter the existing value to apply transforms on top of other effects.

    • var visible: Bool

      If true, the character will be drawn. If false, the character will be hidden. Characters around hidden characters will reflow to take the space of hidden characters. If this is not desired, set their color to Color(1, 1, 1, 0) instead.